#version 300 es
out vec4 color;
in vec2 f_texcoords;

uniform sampler2D shadowMap;

void main()
{
    vec4 depthValue = texture(shadowMap, f_texcoords);
    color = vec4(depthValue);

//    vec4 objectColor = vec4(vec3(gl_FragCoord.z), 1.0f);
//    outColor = objectColor;
}